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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tactics for 9th level druid?
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<blockquote data-quote="kerbarian" data-source="post: 2978582" data-attributes="member: 40393"><p>Wall of Thorns is a good option, but I'd expect the party would dispel it rather than spend a lot of time trapped and/or taking damage from it. One thing that's interesting -- I don't see anything in the spell description about the wall providing concealment, blocking ranged attacks, etc. My best guess would be to treat it as heavy undergrowth, which provides concealment with a 30% miss chance. That would mean that you could still target spells and such at anyone trapped in the wall or on the other side of it.</p><p></p><p>Your idea of Transmute Rock to Mud is a good one, too -- you *can* dispel it to turn the mud back into rock. The spell is permanent, not instantaneous, and the spell description even explicitly mentions that Dispel Magic can end the effect. Depending on how the party is deployed, there's a good chance you could catch all of them and provide a 10' buffer of mud surrounding them, meaning they wouldn't be able to crawl out before you can cast dispel. If the party understands the tactic (perhaps allow them a spellcraft check to figure it out?), one of the casters will ready an action to counter your follow-up dispel magic. Short of that, though, this could pretty easily result in a TPK.</p><p></p><p>Probably less effective overall but still interesting could be something like Baleful Polymorph or Dire Hunger to disable one party member -- probably an arcane caster, since they have poor fort saves and you'd also be knocking out one of the possible sources of a dispel.</p><p></p><p>Also, if you're using non-core spells, don't forget Arc of Lightning -- it's a great 4th-level Druid attack spell.</p></blockquote><p></p>
[QUOTE="kerbarian, post: 2978582, member: 40393"] Wall of Thorns is a good option, but I'd expect the party would dispel it rather than spend a lot of time trapped and/or taking damage from it. One thing that's interesting -- I don't see anything in the spell description about the wall providing concealment, blocking ranged attacks, etc. My best guess would be to treat it as heavy undergrowth, which provides concealment with a 30% miss chance. That would mean that you could still target spells and such at anyone trapped in the wall or on the other side of it. Your idea of Transmute Rock to Mud is a good one, too -- you *can* dispel it to turn the mud back into rock. The spell is permanent, not instantaneous, and the spell description even explicitly mentions that Dispel Magic can end the effect. Depending on how the party is deployed, there's a good chance you could catch all of them and provide a 10' buffer of mud surrounding them, meaning they wouldn't be able to crawl out before you can cast dispel. If the party understands the tactic (perhaps allow them a spellcraft check to figure it out?), one of the casters will ready an action to counter your follow-up dispel magic. Short of that, though, this could pretty easily result in a TPK. Probably less effective overall but still interesting could be something like Baleful Polymorph or Dire Hunger to disable one party member -- probably an arcane caster, since they have poor fort saves and you'd also be knocking out one of the possible sources of a dispel. Also, if you're using non-core spells, don't forget Arc of Lightning -- it's a great 4th-level Druid attack spell. [/QUOTE]
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Tactics for 9th level druid?
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